Dphault submitted a new map: Ivory Mine - An asymmetrical Slayer map influenced by Halo 2 classics such as Lockout and Ivory Tower. Read more about this map...
I suggest using less premade objects for their intended purpose as it severely limits your map. I know it seems odd, but things like bridges and rooms generally don't play very well compared to the same created from blocks. Its just more creative freedom.
Thanks for the suggestion. I considered reconstructing the rooms from blocks to get something more true to what I was looking for, but I couldn't figure out a way to create the resources. I definitely see what you mean by the creative freedom though since two of the rooms on the map are wholly constructed. The pre-made rooms feel really constricted too, but I didn't get the same vibe from the pathway though. Thanks again for confirming how my initial feelings about the pre-made buildings. I will keep this in mind moving forward. By chance, Xandrith, did you get a chance to actually play through the map, or is this just an initially suggestion based on the pictures?
This is just something I thought of from the pictures. I don't play halo 4, so I can't play it. Just keep in mind that its ok to use premade objects sometimes, but its not good to rely on them in any situation. Do you play any halo 5? If so, I would gladly help you out when it's released in december.
Understood; it's great advice. I'll keep it in mind moving forward. Sadly, I've yet to play Halo 5. Long story short, I'm busy with pursuing creative projects. I'm dying to play it however. I'm sure I'll pick it up soon. Forge looks vastly better even just in the Master Chief Edition, and I can't wait to check out Forge for Halo 5.
After taking a walk through the map, I have some thoughts to share. Be aware that I mostly want to focus on things that I feel can be improved, because I've personally found that looking at maps with a critical eye is crucial to improving as a forger. Things you did well: Asymmetry This is usually something inexperienced forgers feel uncomfortable trying. I like the fact that you didn't take the easy way out, and made each part of the map relatively unique. Elevation You have multiple levels in almost every area of the map. Creativity This is not a simple design. It's impressive that you were able to imagine all of the connection possibilities, and then also be able to incorporate them. Many people can only do one or the other. Opportunities for Improvement: Piece usage Your piece usage isn't terrible, but it definitely looks like you don't have a lot of experience working with forge. There are many situations where you won't be able to create exactly what you have in your head without patching several pieces together. Most of the time you're going to be better off swaying from the original idea slightly to make the pieces fit together more naturally. The area that stood out to me the most is where you connected to the Tower Tall. The ramps/railings connect in a really awkward manner. I would either raise the bridges or lower the Tower Tall so they meet up more naturally. Elevation This one makes both lists. The different elevations you've built into the map are great, but they will largely go to waste due to too much overlap. There are many areas where an upper level sits directly above a lower level, and there aren't really lines of sight between the two levels. This means that even though there are multiple levels, battles will most take place between people that are on the same level. In future projects, I would try to incorporate elevation with less overlap. Uneven spacing/scaling The forge community consensus is that pathways should usually be at least 2 units wide. You've mostly done that on this map. However, a map also needs areas that are much wider than that, which allow greater freedom of movement and give players an opportunity to use interesting strafe patterns. On this style of map, I would expect the 2 unit wide paths to lead to areas with more room to maneuver. Guardian is a great example. It has 2 unit wide paths that lead to areas like Gold or Blue that are much more open. In comparison, the interior portions of your map feel cluttered and constricted. Uncontrolled Flow There are a couple of areas where the movement options are redundant and you'd be better of with one path instead of two, three, or four. The top right corner of your first screenshot is an example of this. You have an inner pathway that's shorter and more open, and an outer pathway that's longer and completely enclosed. While I like the fact that there is a risk vs reward factor in choosing which route to take, forgers often mistakenly believe that more choice is always better. Personally, I would probably only have the inner route. This doesn't eliminate the risk vs reward factor, it just changes it from "which route should I take?" to "can I make it across here without getting killed". Parallel pathways like this give the illusion of choice, but actually hurt the flow of a map. To state it as plainly as I can, too many movement options generally hurts the flow of a map (especially this style of map). Good flow on a map is the result of controlling how a player moves, not the result of allowing a player to move many different directions. I hope that gives you a few things to consider when working on your next project.
Thanks, a Chunk, for looking at the map and providing this super, solid critque. Much appreciated. I'll keep what you suggested in mind while moving forward. Most notably your advice in regards to scaling and elevation. I, too, feel like the rooms are cramped for the map, and I look forward to expanding on them and building them myself. I can also think of a few good ways to create some tiered combat by opening up some of the rooms and lower path ways a little. I absolutely agree with your disposition in regards to the secondary covered pathway in the top right of the thumbnail. This was a last minute addition, but I see how it is an unnecessary addition now. Again, this was super helpful, and not only will this alter my results for the better, but I may need to remake the map in Halo 5 incorporating what I've learned. P.S. I'll be uploading two more maps either tonight or tomorrow, so if you could, please keep an eye for them. Granted, please don't expect to see too much of what you have said implemented in them. The designs are old, as is this one, but I'm just now getting to putting them up. You might have some more great suggestions.